Education scholars have already critiqued PISA as a valid global measure of education quality — but analysts also are skeptical about the selective participation of Chinese students from wealthier schools.
Second, Chinese students, on average, study 55 hours a week — also No. 1 among PISA-participating countries. This was about 20 hours more than students in Finland, the country that PISA declared to have the highest learning efficiency, or reading-test-score points per hour spent studying.
But PISA analysis also revealed that Chinese students are among the least satisfied with their lives.
Students look overseas for a more well-rounded education
Their top destination of choice, by far, is the United States. The 1.1 million or so foreign students in the United States in 2018 included 369,500 Chinese college students
hostility in U.S.-China relations could dampen the appeal of a U.S. education. Britain, in fact, recorded a 30 percent surge in Chinese applicants in 2019, challenging the U.S. global dominance in higher education.
Immigrant students, who made up 23 percent of all U.S. students taking PISA, performed significantly better compared to their native-born peers in the United States than they did on average throughout the OECD countries.
The survey found that 15-year-old students from Beijing, Shanghai, and the eastern provinces of Jiangsu and Zhejiang ranked top for all three core subjects, achieving the highest level 4 rating.
Students from the United States were ranked level 3 for reading and science, and level 2 for math, while teens from Britain scored a level 3 ranking in all three categories.
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Looking for Post-PISA Answers? Here’s What Our Obsession With Test Scores Overlooks
Andreas Schelicher, director of education and skills at the OECD—the Paris-based organization behind PISA wrote that “students who disagreed or strongly disagreed with the statement ‘Your intelligence is something about you that you can’t change very much’ scored 32 points higher in reading than students who agreed or strongly agreed.”
Those results are similar to recent findings published by Carol Dweck, a Stanford education professor who is often credited with making growth mindset a mainstream concept.
“Growth mindset is a very important thing that makes us active learners, and makes us invest in our personal education,” Schleicher states. “If learning isn’t based on effort and intelligence is predetermined, why would anyone bother?”
It’s “absolutely fascinating” to see the relationship between teachers’ enthusiasm, students’ social-emotional wellbeing and their learning outcomes, Schleicher notes. As one example, he noted in his summary report that “in most countries and economies, students scored higher in reading when they perceived their teachers as more enthusiastic, especially when they said their teachers were interested in the subject.”
In other words, happy teachers lead to better results. That’s hardly a surprising revelation, says Scheleicher. But professional development support is one thing that can sometimes be overlooked by policymakers when so much of the focus is on test scores.
Blended Reality, a cross-curricular applied research program through which they create interactive experiences using virtual reality, augmented reality and 3D printing tools. Yale is one of about 20 colleges participating in the HP/Educause Campus of the Future project investigating the use of this technology in higher education.
Interdisciplinary student and professor teams at Yale have developed projects that include using motion capture and artificial intelligence to generate dance choreography, converting museum exhibits into detailed digital replicas, and making an app that uses augmented reality to simulate injuries on the mannequins medical students use for training.
The perspectives and skills of art and humanities students have been critical to the success of these efforts, says Justin Berry, faculty member at the Yale Center for Collaborative Arts and Media and principal investigator for the HP Blended Reality grant.
the intersection of teacher education, learning technologies and game-based learning. He thinks educators shouldn’t ignore video games if they want students to be media-literate, because they are the “storytelling medium of the 21st century.”
gaming can help build other SEL skills, such as empathy.
Video games are good for teaching kids problem-solving and ethical decision-making
Some experts have expressed concern about how video games affect children. According to the Washington Post, the World Health Organization has recognized “gaming disorder”—characterized as a lasting addiction to video games—as a condition. Yet, not all experts agree that “game addiction” should be pathologized.
quote the former Buddhist monk Clark Strand here. This was in a review of your work. “None of us dreamed that mindfulness would become so popular or even lucrative, much less that it would be used as a way to keep millions of us sleeping soundly through some of the worst cultural excesses in human history, all while fooling us into thinking we were awake and quiet.”
corporate mindfulness programs are now quite popular. And as we all know, most employees these days are extremely stressed out. The Gallup poll that came out about four or five years ago said that corporations — and this is in the U.S. — are losing approximately 300 billion dollars a year from stress-related absences and seven out of ten employees report being disengaged from their work.
The remedy has now become mindfulness, where employees are then trained individually to learn how to cope and adjust to these toxic corporate conditions rather than launching kind of a diagnosis of the systemic causes of stress not only in corporations but in our society at large. That sort of dialogue, that sort of inquiry, is not happening.
An integrity bubble is where there is a small oasis within a corporation – for example let’s take Google because that’s a great example of it.
You have a small group of engineers who are getting individual level benefits from corporate mindfulness training. They’re learning how to de-stress. Google engineers [are] working 60-70 hours a week – very stressful. So they’re getting individual level benefits while not questioning the digital distraction technologies [that] Google engineers are actually trying to work on. Those issues are not taken into account in a kind of mindful way.
So you become mindful, to become more productive, to produce technologies of mass distraction, which is quite an irony in many ways. A sad irony actually.
mindfulness could be revolutionized in a way that does not denigrate the therapeutic benefits of self-care, but it becomes interdependent with these causes and conditions of suffering which go beyond just individuals.
instead of Super Mario or Zelda, they’ll be playing a game called CD4 Hunter, which launched last June and focuses on teaching students the first step in the HIV replication cycle. In the game, players roleplay as the virus and are charged with moving throughout the bloodstream to identify receptors, get past immune defenses, and target and infect cells.
Without much of a clue as to how to design or program a game, Urdaneta-Hartmann won a $10,000 grant from Drexel to develop her own skills in educational gaming and create a tool for students in the program.
So far, Urdaneta-Hartmann claims the CD4 Hunter app has nearly 2,900 downloads on the iTunes store today.
Rubrics: online scoring guides to evaluate students’ work.
Annotations: notes or comments added digitally to essays and other assignments.
Audio: a sound file of your voice giving feedback on students’ work.
Video: a recorded file of you offering feedback either as a “talking head,” a screencast, or a mix of both.
Peer review: online systems in which students review one another’s work.
Two main types of feedback — formative and summative — work together in that process but have different purposes. Formative feedback occurs during the learning process and is used to monitor progress. Summative feedback happens at the end of a lesson or a unit and is used to evaluate the achievement of the learning outcomes.
Good feedback should be: Frequent, Specific, Balanced, Timely
“It’s no secret that students today face the ultimate paradox—the same tools they need to use to complete their work can also provide their biggest distractions from completing work.” How can we help them manage this struggle? https://t.co/xmaOzXpvfU
According to the Pew Research Center, 72 percent of teenagers check their phones as soon as they get up (and so do 58 percent of their parents), and 45 percent of teenagers feel as though they are online on a nearly constant basis. Interestingly, and importantly, over half of U.S. teenagers feel as though they spend too much time on their cell phones.
Research on intrinsic motivation focuses on the importance of autonomy, competency and relatedness in classroom and school culture.
According to one Common Sense Media report, called Social Media, Social Life, 57 percent of students believe social media use often distracts them when they should be doing homework. In some ways, the first wave of digital citizenship education faltered by blocking distractions from school networks and telling students what to do, rather than effectively encouraging them to develop their own intrinsic motivation around making better choices online and in real life.
Research also suggests that setting high expectations and standards for students can act as a catalyst for improving student motivation, and that a sense of belonging and connectedness in school leads to improved academic self-efficacy and more positive learning experiences.
Educators and teachers who step back and come from a place of curiosity, compassion and empathy (rather than fear, anger and frustration) are better poised to deal with issues related to technology and wellness.
Pivoting one’s pedagogical focus to relationship-building thus demands a learning process about the self and the students, and there are practical steps an instructor can consider when embarking on this paradigm shift.
1. Provide opportunities for students to reflect.
2. Prepare to learn about yourself and your students.
Rienties and his team linked 151 modules (courses) and 111,256 students with students’ behaviour, satisfaction and performance at the Open University UK, using multiple regression models.
There is little correlation between student course evaluations and student performance
The design of the course matters
Student feedback on the quality of a course is really important but it is more useful as a conversation between students and instructors/designers than as a quantitative ranking of the quality of a course. In fact using learner satisfaction as a way to rank teaching is highly misleading. Learner satisfaction encompasses a very wide range of factors as well as the teaching of a particular course.
this research provides quantitative evidence of the importance of learning design in online and distance teaching. Good design leads to better learning outcomes. We need a shift in the power balance between university and college subject experts and learning designers resulting in the latter being treated as at least equals in the teaching process.